using System; using System.IO; using System.Text; namespace FFXIVClassic.Common { public static class Utils { private static readonly uint[] _lookup32 = CreateLookup32(); private static uint[] CreateLookup32() { var result = new uint[256]; for (var i = 0; i < 256; i++) { var s = i.ToString("X2"); result[i] = s[0] + ((uint)s[1] << 16); } return result; } public static string ByteArrayToHex(byte[] bytes, int offset = 0, int bytesPerLine = 16) { if (bytes == null) { return string.Empty; } var hexChars = "0123456789ABCDEF".ToCharArray(); var offsetBlock = 8 + 3; var byteBlock = offsetBlock + bytesPerLine * 3 + (bytesPerLine - 1) / 8 + 2; var lineLength = byteBlock + bytesPerLine + Environment.NewLine.Length; var line = (new string(' ', lineLength - Environment.NewLine.Length) + Environment.NewLine).ToCharArray(); var numLines = (bytes.Length + bytesPerLine - 1) / bytesPerLine; var sb = new StringBuilder(numLines * lineLength); for (var i = 0; i < bytes.Length; i += bytesPerLine) { var h = i + offset; line[0] = hexChars[(h >> 28) & 0xF]; line[1] = hexChars[(h >> 24) & 0xF]; line[2] = hexChars[(h >> 20) & 0xF]; line[3] = hexChars[(h >> 16) & 0xF]; line[4] = hexChars[(h >> 12) & 0xF]; line[5] = hexChars[(h >> 8) & 0xF]; line[6] = hexChars[(h >> 4) & 0xF]; line[7] = hexChars[(h >> 0) & 0xF]; var hexColumn = offsetBlock; var charColumn = byteBlock; for (var j = 0; j < bytesPerLine; j++) { if (j > 0 && (j & 7) == 0) { hexColumn++; } if (i + j >= bytes.Length) { line[hexColumn] = ' '; line[hexColumn + 1] = ' '; line[charColumn] = ' '; } else { var by = bytes[i + j]; line[hexColumn] = hexChars[(by >> 4) & 0xF]; line[hexColumn + 1] = hexChars[by & 0xF]; line[charColumn] = by < 32 ? '.' : (char)by; } hexColumn += 3; charColumn++; } sb.Append(line); } return sb.ToString().TrimEnd(Environment.NewLine.ToCharArray()); } public static uint UnixTimeStampUTC(DateTime? time = null) { uint unixTimeStamp; var currentTime = time ?? DateTime.Now; var zuluTime = currentTime.ToUniversalTime(); var unixEpoch = new DateTime(1970, 1, 1); unixTimeStamp = (uint)zuluTime.Subtract(unixEpoch).TotalSeconds; return unixTimeStamp; } public static ulong MilisUnixTimeStampUTC(DateTime? time = null) { ulong unixTimeStamp; var currentTime = time ?? DateTime.Now; var zuluTime = currentTime.ToUniversalTime(); var unixEpoch = new DateTime(1970, 1, 1); unixTimeStamp = (ulong)zuluTime.Subtract(unixEpoch).TotalMilliseconds; return unixTimeStamp; } public static ulong SwapEndian(ulong input) { return 0x00000000000000FF & (input >> 56) | 0x000000000000FF00 & (input >> 40) | 0x0000000000FF0000 & (input >> 24) | 0x00000000FF000000 & (input >> 8) | 0x000000FF00000000 & (input << 8) | 0x0000FF0000000000 & (input << 24) | 0x00FF000000000000 & (input << 40) | 0xFF00000000000000 & (input << 56); } public static uint SwapEndian(uint input) { return ((input >> 24) & 0xff) | ((input << 8) & 0xff0000) | ((input >> 8) & 0xff00) | ((input << 24) & 0xff000000); } public static int SwapEndian(int input) { var inputAsUint = (uint)input; input = (int) (((inputAsUint >> 24) & 0xff) | ((inputAsUint << 8) & 0xff0000) | ((inputAsUint >> 8) & 0xff00) | ((inputAsUint << 24) & 0xff000000)); return input; } public static uint MurmurHash2(string key, uint seed) { // 'm' and 'r' are mixing constants generated offline. // They're not really 'magic', they just happen to work well. var data = Encoding.ASCII.GetBytes(key); const uint m = 0x5bd1e995; const int r = 24; var len = key.Length; var dataIndex = len - 4; // Initialize the hash to a 'random' value var h = seed ^ (uint)len; // Mix 4 bytes at a time into the hash while (len >= 4) { h *= m; var k = (uint)BitConverter.ToInt32(data, dataIndex); k = ((k >> 24) & 0xff) | // move byte 3 to byte 0 ((k << 8) & 0xff0000) | // move byte 1 to byte 2 ((k >> 8) & 0xff00) | // move byte 2 to byte 1 ((k << 24) & 0xff000000); // byte 0 to byte 3 k *= m; k ^= k >> r; k *= m; h ^= k; dataIndex -= 4; len -= 4; } // Handle the last few bytes of the input array switch (len) { case 3: h ^= (uint)data[0] << 16; goto case 2; case 2: h ^= (uint)data[len - 2] << 8; goto case 1; case 1: h ^= data[len - 1]; h *= m; break; } ; // Do a few final mixes of the hash to ensure the last few // bytes are well-incorporated. h ^= h >> 13; h *= m; h ^= h >> 15; return h; } public static byte[] ConvertBoolArrayToBinaryStream(bool[] array) { var data = new byte[array.Length / 8 + (array.Length % 8 != 0 ? 1 : 0)]; var dataCounter = 0; for (var i = 0; i < array.Length; i += 8) { for (var bitCount = 0; bitCount < 8; bitCount++) { if (i + bitCount >= array.Length) break; data[dataCounter] = (byte)(((array[i + bitCount] ? 1 : 0) << 7 - bitCount) | data[dataCounter]); } dataCounter++; } return data; } public static string ToStringBase63(int number) { var lookup = "0123456789abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ"; var secondDigit = lookup.Substring((int)Math.Floor(number / (double)lookup.Length), 1); var firstDigit = lookup.Substring(number % lookup.Length, 1); return secondDigit + firstDigit; } public static string FFXIVLoginStringDecodeBinary(string path) { Console.OutputEncoding = System.Text.Encoding.UTF8; byte[] data = File.ReadAllBytes(path); int offset = 0x5405a; //int offset = 0x5425d; //int offset = 0x53ea0; while (true) { string result = ""; uint key = (uint)data[offset + 0] << 8 | data[offset + 1]; uint key2 = data[offset + 2]; key = RotateRight(key, 1) & 0xFFFF; key -= 0x22AF; key &= 0xFFFF; key2 = key2 ^ key; key = RotateRight(key, 1) & 0xFFFF; key -= 0x22AF; key &= 0xFFFF; uint finalKey = key; key = data[offset + 3]; uint count = (key2 & 0xFF) << 8; key = key ^ finalKey; key &= 0xFF; count |= key; int count2 = 0; while (count != 0) { uint encrypted = data[offset + 4 + count2]; finalKey = RotateRight(finalKey, 1) & 0xFFFF; finalKey -= 0x22AF; finalKey &= 0xFFFF; encrypted = encrypted ^ (finalKey & 0xFF); result += (char)encrypted; count--; count2++; } offset += 4 + count2; } } public static string FFXIVLoginStringDecode(byte[] data) { string result = ""; uint key = (uint)data[0] << 8 | data[1]; uint key2 = data[2]; key = RotateRight(key, 1) & 0xFFFF; key -= 0x22AF; key2 = key2 ^ key; key = RotateRight(key, 1) & 0xFFFF; key -= 0x22AF; uint finalKey = key; key = data[3]; uint count = (key2 & 0xFF) << 8; key = key ^ finalKey; key &= 0xFF; count |= key; int count2 = 0; while (count != 0) { uint encrypted = data[4 + count2]; finalKey = RotateRight(finalKey, 1) & 0xFFFF; finalKey -= 0x22AF; encrypted = encrypted ^ (finalKey & 0xFF); result += (char)encrypted; count--; count2++; } return result; } public static byte[] FFXIVLoginStringEncode(uint key, string text) { key = key & 0xFFFF; uint count = 0; byte[] asciiBytes = Encoding.ASCII.GetBytes(text); byte[] result = new byte[4 + text.Length]; for (count = 0; count < text.Length; count++) { result[result.Length - count - 1] = (byte)(asciiBytes[asciiBytes.Length - count - 1] ^ (key & 0xFF)); key += 0x22AF; key &= 0xFFFF; key = RotateLeft(key, 1) & 0xFFFF; } count = count ^ key; result[3] = (byte)(count & 0xFF); key += 0x22AF & 0xFFFF; key = RotateLeft(key, 1) & 0xFFFF; result[2] = (byte)(key & 0xFF); key += 0x22AF & 0xFFFF; key = RotateLeft(key, 1) & 0xFFFF; result[1] = (byte)(key & 0xFF); result[0] = (byte)((key >> 8) & 0xFF); return result; } public static uint RotateLeft(uint value, int bits) { return (value << bits) | (value >> (16 - bits)); } public static uint RotateRight(uint value, int bits) { return (value >> bits) | (value << (16 - bits)); } public static T Clamp(this T value, T min, T max) where T : IComparable { if (value.CompareTo(min) < 0) return min; else if (value.CompareTo(max) > 0) return max; else return value; } public static T Min(this T value, T min) where T : IComparable { if (value.CompareTo(min) > 0) return min; else return value; } public static T Max(this T value, T max) where T : IComparable { if (value.CompareTo(max) < 0) return max; else return value; } public static float DistanceSquared(Vector3 lhs, Vector3 rhs) { return DistanceSquared(lhs.X, lhs.Y, lhs.Z, rhs.X, rhs.Y, rhs.Z); } public static float Distance(Vector3 lhs, Vector3 rhs) { return Distance(lhs.X, lhs.Y, lhs.Z, rhs.X, rhs.Y, rhs.Z); } public static float Distance(float x, float y, float z, float x2, float y2, float z2) { if (x == x2 && y == y2 && z == z2) return 0.0f; return (float)Math.Sqrt(DistanceSquared(x, y, z, x2, y2, z2)); } public static float DistanceSquared(float x, float y, float z, float x2, float y2, float z2) { if (x == x2 && y == y2 && z == z2) return 0.0f; // todo: my maths is shit var dx = x - x2; var dy = y - y2; var dz = z - z2; return dx * dx + dy * dy + dz * dz; } //Distance of just the x and z valeus, ignoring y public static float XZDistanceSquared(Vector3 lhs, Vector3 rhs) { return XZDistanceSquared(lhs.X, lhs.Z, rhs.X, rhs.Z); } public static float XZDistance(Vector3 lhs, Vector3 rhs) { return XZDistance(lhs.X, lhs.Z, rhs.X, rhs.Z); } public static float XZDistance(float x, float z, float x2, float z2) { if (x == x2 && z == z2) return 0.0f; return (float)Math.Sqrt(XZDistanceSquared(x, z, x2, z2)); } public static float XZDistanceSquared(float x, float z, float x2, float z2) { if (x == x2 && z == z2) return 0.0f; // todo: mz maths is shit var dx = x - x2; var dz = z - z2; return dx * dx + dz * dz; } } }